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Old Subbuteo – Game Rules
Vers 0 Jan09 www.oldsubbuteo.it Page 13 of 13
10. THE GOALKEEPER
10.1
The goalkeeper can be in any position as long as its base is touching the pitch before the shot is taken;
10.2
The goalkeeper can be raised or dived after the shot is taken
;
10.3
During play, the goalkeeper must be always ready to save. It must not block an attacking player (e.g.
placing itself between the attacking player and the ball)
;
10.4 If the referee notices an irregular position of the goalkeeper, he must stop time and order the
defensive player to keep the goalkeeper in a regular position. In this case the referee will then signal
for the game to recommence;
10.5
If the goalkeeper or its handle saves the ball outside the 6-yard box, in any circumstance, the player is
given a warning; the second time this occurs a penalty is awarded
.
If the referee judges the irregular save as intentional he can award a penalty kick even in the first
circumstance;
10.6
The goalkeeper cannot be moved quickly backwards and forwards repeatedly. This includes vertically and
horizontally. The handle cannot be flicked
;
10.7
If the ball is in the 6-yard box the goalkeeper can push it out of it by the handle and the opposite side has
the right of a defensive flick
;
10.8 When the flicking GK is used,
the regular goalkeeper must be temporarily placed inside the goal
;
Note 10.1
Remember:
After a save, the opposite player has no right to a defensive flick. Only when the goalkeeper moves the ball inside the 6-yard box, the
opponent has the right to do it.
10.9 The flicking GK has three flicks available;
10.10
If the flicking GK miss the ball (apart from a goal kick, where this must be replayed) or loses the
possession (by kicking the ball against an opposing player), it is kept on the pitch where it finished up. His
team must play without the regular goalkeeper. The opposing team get three flicks with the same player to
score a goal without the regular goalkeeper. After those three flicks or if the attacking side use different
players, the defending side can remove the flicking GK and use the regular one and the attacking side
must concede enough time to do it. The flicking GK can be used to block the opponent play as a normal
player. If the attacking side loses possession, the regular goalkeeper can be reused again
;
10.11
If while the flicking goalkeeper is playing, a shot is saved by the regular goalkeeper because of a sudden
movement, the goal is scored
;
10.12
After the goal kick or after the end of the flicking goalkeeper action, if the ball has not changed
possession, the flicking goalkeeper can be removed by hand from the pitch and the regular goalkeeper
can come back into play
;
10.13 An attacker touching the goalkeeper or the flicking GK before the ball commits a foul (See rule 8.1);
10.14
The goalkeeper and handle are a single unit, so the handle can be used to save a shot
;
10.15
The goal net must be always hooked and tightened to the goal posts
allowing the goalkeeper to reach
the 6-yard box bounds;
13


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